These are feats, perks and special abilities offered by the amenities in the house. These are NOT available until the house is built and the time is spent in the specific are listed, if applicable.
*GROUP or PERSONAL = If it is labeled as Group, then Group XP may be pooled and used to purchase it. If it labeled as Personal, then only individual XP may be used.
Amory
Name
Type
Group or Personal
Cost
Prerequisite
Description
Reach for it!
Perk
Group
N/A
Armory, Ultimate
While in the base, you are never more than a move action away from a gun (handgun/shotgun) or small melee weapon (silver combat knife). What you are able to grab depends on the percentage roll:
01-20% - Handgun with standard rounds
21-40% - Handgun with silver bullets
41-60% - Shotgun with standard shells
61-80% - Shotgun with rock salt shells
81-95% - Silver combat knife.
96% - 99% - Weapon from this list that you need.
100% - Standard weapon listed or not listed that is within reason. (GM approval)
Combat Room
Name
Type
Group or Personal
Cost
Prerequisite
Description
Archaic Weapon Proficiency
Feat
Personal
3,000XP
8 hours of training in the Combat Room specifically for this feat.
Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon. Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with archaic weapons. Most of these weapons deal damage by means of a blade or a sharp point. Long swords, Machetes, Rapiers, Hatchets, Spears and Straight Razors are example of archaic weapons.
Improvised Weapon Proficiency
Feat
Personal
3,000XP
8 hours of training in the Combat Room specifically for this feat.
Benefit: The character takes no penalty on attack rolls when using any kind of improvised weapon. Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with improvised weapons. Examples of improvised weapons are chairs, lamps, pipes, etc. Basically any simple object that is typically not used as a weapon.
Combat Martial Arts
Feat
Personal
3,000XP
8 hours of training in the Combat Room specifically for this feat.
With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.
Defensive Martial Arts
Feat
Personal
3,000XP
8 hours of training in the Combat Room specifically for this feat.
The character gains a +1 dodge bonus to Defense against melee attacks. Note: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.
Power Attack
Feat
Personal
3,000XP
Strength 13, 8 hours of training in the Combat Room specifically for this feat.
On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.
Practiced Melee Dual Wielder
Feat
Personal
1,500XP
8 hours of training in the Combat Room specifically for this feat, Two Weapon Fighting, BAB +6
Your penalty for off hand attacks with melee weapons is reduced by half (rounded down).
Ambidextrous Melee Fighter
Feat
Personal
3,000XP
8 hours of training in the Combat Room specifically for this feat,Two Weapon Fighting, BAB +6, Practiced Melee Dual Wielder
You take no penalties for attacks done with your off hand with a melee weapon or for using two melee weapons at once.
Brawl Feat
Feat
Personal
3,000XP
8 hours in the Combat Room training specifically for this feat.
When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Blindfight Feat
Feat
Personal
3,000XP
8 hours in the Combat Room training specifically for this feat.
In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.
Dexterous Fighter
Special Ability
Personal
5,000XP
Additional 4 hours in the Combat Room.
You may increase your Dexterity by 1. You may take this special ability only ONCE.
Toughness
Feat
Personal
3,000XP
8 hours of training in the Combat Room.
You gain the Toughness feat. +3 HP. You may only take this feat 3 times MAX.
Demolitions Laboratory
Name
Type
Group or Personal
Cost
Prerequisite
Description
Here Comes The BOOM!
Perk
Personal
5,000XP
1 Rank in Demolitions, 8 hours in the Demolitions Laboratory
You gain an additional +5 Ranks in Demolitions. You may not go over your max ranks.
Big Bada Boom
Perk
Personal
3,000XP
10 Ranks in Demolitions, 16 additional hours in the Demolitions Laboratory
As long as you are not under stress or stressful circumstances, you make take 10 on Demolitions checks.
Dyn-o-mite!
Perk
Group
10,000XP
Demolitions Laboratory, Ultimate
The group will have access to 4 sticks of dynamite per month. It takes one month to generate more dynamite. The dynamite must be stored in the Demolitions Laboratory when not taken on an investigation/trip.
Firing Range
Name
Type
Group or Personal
Cost
Prerequisite
Description
Personal Firearms Proficiency Feat
Feat
Personal
3,000XP
BAB +4, 8 hours on the Firing Range using personal firearms.
You no longer take a -4 penalty from using a personal firearm. These are semiautomatic ranged weapons such as handguns, shotguns and rifles.
Advanced Firearms Proficiency Feat
Feat
Personal
3,000XP
Personal Firearms Proficiency Feat, 16 hours on the Firing Range using personal firearms.
You no longer take a -4 penalty from using advanced, military style, firearms. These are fully automatic ranged weapons such as handguns, shotguns, rifles, sniper rifles, etc.
Exotic Firearms Proficiency Feat
Feat
Personal
1,500XP
Advanced Firearms Proficiency Feat, Additional 8 hours on the Firing Range using specified weapon.
You no longer take a -4 penalty from using the specified type of exotic weapon. You may take this feat multiple times, each time naming a specific type of exotic weapon. Examples of exotic weapons are grenade launchers, rocket launchers, cannons and heavy machine guns.
Far Shot
Feat
Personal
3,000XP
Practiced Firearm Dual Wielder
Feat
Personal
1,500XP
8 hours of training in the Firing Range specifically for this feat, Two Weapon Fighting, BAB +6
Your penalty for off hand attacks with ranged weapons is reduced by half (rounded down).
Ambidextrous Gun Fighter
Feat
Personal
3,000XP
8 hours of training in the Firing Range specifically for this feat,Two Weapon Fighting, BAB +6, Practiced Firearm Dual Wielder
You take no penalties for attacks done with your off hand with a ranged weapon or for using two ranged weapons at once.
Steady Aim
Feat
Personal
3,000XP
Level 10, Point Blank Shot,
Precise Shot
With this feat you may add +1 to your Ranged attack roll temporarily for every round you spend your action aiming at one target for a maximum of +5 (+5 = 5 rounds aiming). If you are attacked, you must make a concentration check DC 25 or your aim bonus drops by half, rounded down. If you are pinned, then you lose the whole bonus. Once you begin aiming, you can’t move, even to take a 5-foot step, until after you make you attack, or the benefit of this feat is lost. This feat can work in conjunction with the feat Dead Aim.
Quick and the Dead
Special Ability
Personal
5,000XP
Additional 4 hours on the Firing Range.
You may increase your Dexterity by 1. You may take this special ability only ONCE.
Garage
Name
Type
Group or Personal
Cost
Prerequisite
Description
Vehicle Mechanic
Perk
Personal
5,000XP
Garage, Ultimate, 40 hours of training in the Garage maintenance area.
You are now a certified Vehicle Mechanic! You not only have the tools within the Garage, now you know how to use them! You gain the feat: Vehicle Mechanic Proficiency. You may use the repair skill to work on and maintain vehicles (cars, trucks, RVs, motorcycles, etc.) and you may take 10 on non-stressful repair checks when working on them.
Gymnasium
Name
Type
Group or Personal
Cost
Prerequisite
Description
Body Builder
Special Ability
Personal
5,000XP
4 hours in the Gym per time taken.
You may increase your Strength by 1. You may take this special ability up to TWO times total.
Power Lifter
Special Ability
Personal
3,000XP
8 hours of training in the Gymnasium specifically for this special ability.
You gain a 25% bonus to your carrying capacity before becoming encumbered.
Dig Deep
Special Ability
Personal
3,000XP
8 hours of training in the Gymnasium specifically for this special ability.
You gain a +2 on Strength checks.
Running Man
Special Ability
Personal
7,000XP
A total of 56 hours (7 days of at least 8 hours a day) dedicated to running in the Gymnasium, around the Base or the like just working toward your base movement speed.
You gain a additional base movement speed of +10
Endurance
Feat
Personal
3,000XP
A total of 32 hours (7 days of at least 8 hours a day) dedicated to running in the Gymnasium, around the Base or the like just working toward your base movement speed.
You gain the Endurance Feat.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal:A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Hangar
Name
Type
Group or Personal
Cost
Prerequisite
Description
Airplane Mechanic
Perk
Personal
2,500XP
Hangar, Ultimate, 40 hours of training in the Hangar maintenance area.
You are now a certified Airplane Mechanic! You not only have the tools within the Hangar, now you know how to use them! You gain the feat: Aircraft Mechanic Proficiency. You may use the repair skill to work on and maintain aircraft and you may take 10 on non-stressful repair checks when working on them.
Helipad
Name
Type
Group or Personal
Cost
Prerequisite
Description
Helicopter Mechanic
Perk
Personal
2,500XP
Helipad, Ultimate, 40 hours of training in the Helipad maintenance area.
You are now a certified Helicopter Mechanic! Not only do you have the tools within the Helipad maintenance area, now you know how to use them! You gain the feat: Helicopter Mechanic Proficiency. You may use the repair skill to work on and maintain helicopters and you may take 10 on non-stressful repair checks when working on them.
Kitchen
Name
Type
Group or Personal
Cost
Prerequisite
Description
Feast for the Masses!
Perk
Group
None
Kitchen, Ultimate
Once per 30 days, a large, glorious meal may be provide to the group. Cooks, servers and attendants may be provided. Dinner will be had in the Dining Hall promptly at 6:30pm. Those that participate in the meal and then get a good night's rest that night will gain 10 temporary Hit Points for 48 hours from the time of the meal. Participants must consume the meal during dinner and get 8 hours of rest that night to digest the meal properly. Otherwise, the bonus does not happen. After the feast has occurred it will not happen again for 30 days.
Laboratory
Name
Type
Group or Personal
Cost
Prerequisite
Description
Breakthrough!
Perk
Group
50,000XP
Laboratory, Ultimate
Once a month, if Dr. Cal actively works on it (dedicated 16 hours a week for 4 weeks), then he comes up with a monetarily beneficial breakthrough for the group that is then, in turn, made apart of a Kingsley Enterprises subsidiary. This means that the group gets $3,000 a month base (Which is a flat $3000 base per month for the year, regardless of rolls) plus Dr. Cal rolls an appropriate science skill for extra monthly income. The total amount per month is based on this chart:
DC Benefit
20 d10 + 9 (result x $1000) + $3000 monthly base
30 d10 + 10 (result x $1000) + $3000 monthly base
40 d10 + 11 (result x $1000) + $3000 monthly base
50 d12 + 12 (result x $1000) + $3000 monthly base
60 d12 + 13 (result x $1000) + $3000 monthly base
70 d12 + 14 (result x $1000) + $3000 monthly base
80 d12 + 15 (result x $1000) + $3000 monthly base
This money made is controlled by Dr. Cal, but is done so in the mindset that the majority of it should go to group expenses. However, that ultimately falls to Dr. Cal to decide. These breakthroughs are also helping to actively make money for Kingsley Enterprises.
Library
Name
Type
Group or Personal
Cost
Prerequisite
Description
Book Collection
Perk
Group
25,000XP
Library, Ultimate
The base receives a large collection of books, both common and uncommon.
Book Collection, Advanced
Perk
Group
25,000XP
Library, Ultimate, Book Collection
The base receives a smaller collection of books, both uncommon and rare.
Book Collection, Ultimate
Perk
Group
50,000XP
Library, Ultimate, Book Collection, Advanced
The base receives another small collection of books. These books are rated rare to ultra rare to hand-written, single print books. The library shelves are practically full at this point. This is an amazing collection of occult knowledge.
Book Worm
Feat
Personal
3,000XP
Book Collection, Ultimate
Although it is near impossible to know everything that is housed in the library, you have a more intimate knowledge than most. Where other wouldn't even know where to begin, you have at least a good idea. Research speeds for supernatural topics are reduced by 25%.
Book Worm, Ultimate
Feat
Personal
3,000XP
Book Worm
You continue to study through the collection, even just for fun sometimes. And though it is near impossible to know everything that is housed in the library, you have an even more intimate knowledge than most. Where other wouldn't even know where to begin, and some might have a good idea, you know the type of information that the library holds. Research speeds for supernatural topics are reduced by 50%. Also, you have a 80% chance of immediately recalling whether or not the information you seek is even in the library ("I think I remember seeing something about that!"....), aiding in your overall research speed.
Smarty-Pants
Special Ability
Personal
5,000XP
8 hours in the Library per time taken.
You may increase your Intelligence by 1. You may take this special ability up to TWO times total.
Medical Bay
Name
Type
Group or Personal
Cost
Prerequisite
Description
Bed Rest
Perk
Group
None
Medbay, Ultimate
If you are injured and you choose to recover in the Medical Bay AND someone chooses to look after you (8 hours with the day, doesn't have to be consecutive). As long as the person looking after you can hit a DC 20 Treat Injury check while taking 10, you will heal twice your level in Hit Points per night instead of the standard of just your level. However, if the wounds are supernatural based and/or noted as needing to heal at a normal rate, this benefit will not apply.
I Swear By Apollo
Perk
Personal
1,000XP
Medbay, Ultimate, 5 ranks in Treat Injury
While performing Treat Injury checks directly in the Medical Bay, you gain a +3 bonus to the Treat Injury check.
Medical Residency
Perk
Personal
See text
40 hours of training in the Medbay area.
You can gain up to 5 ranks in Treat Injury. These ranks may not exceed your max ranks. Each rank costs 1,000XP.
Meditation Room
Name
Type
Group or Personal
Cost
Prerequisite
Description
Namaste
Perk
Group
None
Meditation Room
If you spend 3 hours in the meditation room you may make a DC 20 Concentration check (You may not use Action Points on this check). If you succeed, you gain a temporary +1 bonus to your Will Save. This bonus is good for 24 hours from the start of your meditation.
Pool/Hot Tub/Sauna/Steam Room
Name
Type
Group or Personal
Cost
Prerequisite
Description
Freediver 1
Perk
Personal
5,000XP
40 hours of training in the main pool or lap pool just for this.
You practice on holding your breathe under water. You can now hold your breathe under water twice as long as your Constitution score would normally let you. For example, if you have a Con score of 12, you can hold you breathe for 12 rounds. Now you hold your breathe for 24 rounds.
Freediver 2
Perk
Personal
5,000XP
Freediver 1, 40 additional hours of training in the main pool or lap pool just for this.
You keep practicing on holding your breathe under water. You can now hold your breathe under water for three times as long as your Constitution score would normally let you. For example, if you have a Con score of 12, you can hold you breathe for 12 rounds. Now you hold your breathe for 36 rounds.
Freediver 3
Perk
Personal
5,000XP
Freediver 2, 40 additional hours of training in the main pool or lap pool just for this.
You keep practicing on holding your breathe under water. You can now hold your breathe under water for four times as long as your Constitution score would normally let you. For example, if you have a Con score of 12, you can hold you breathe for 12 rounds. Now you hold your breathe for 48 rounds.
Freediver 4
Perk
Personal
5,000XP
Freediver 3, 40 additional hours of training in the main pool or lap pool just for this.
You keep practicing on holding your breathe under water. You can now hold your breathe under water for five times as long as your Constitution score would normally let you. For example, if you have a Con score of 12, you can hold you breathe for 12 rounds. Now you hold your breathe for 60 rounds. This is as good as you will be able to get and be allowed to take actions while under water.
I Can Swim!
Perk
Personal
See text
40 hours of training in the main pool or lap pool just for this.
You can gain up to 5 ranks in Swim. These ranks may not exceed your max ranks. Each rank costs 1,000XP.
Server Room
Name
Type
Group or Personal
Cost
Prerequisite
Description
Bit Coin Bandit 1
Perk
Group
20,000XP
Server Room, Ultimate
The group is putting the server room to "good use". While active, some of the systems in place will be used to mine for digital currency. At this current rate, this will give the group $1,000 a month that is placed into a group owned, secured, international bank account.
Bit Coin Bandit 2
Perk
Group
30,000XP
Bit Coin Bandit 1
The group is continuing to put the server room to "good use". While active, some of the systems in place will be used to mine for digital currency. At this current rate, this will give the group $2,000 a month that is placed into a group owned, secured, international bank account.
Bit Coin Bandit 3
Perk
Group
40,000XP
Bit Coin Bandit 2
The group is continuing to put the server room to "good use". While active, some of the systems in place will be used to mine for digital currency. At this current rate, this will give the group $4,000 a month that is placed into a group owned, secured, international bank account.
Bit Coin Bandit 4
Perk
Group
50,000XP
Bit Coin Bandit 3
The group is continuing to put the server room to "good use". While active, some of the systems in place will be used to mine for digital currency. At this current rate, this will give the group $8,000 a month that is placed into a group owned, secured, international bank account.
You Know IT!
Perk
Personal
See text
40 hours of training in the Server Room.
You can gain up to 5 ranks in Computer Use. These ranks may not exceed your max ranks. Each rank costs 1,000XP. This perk may only be taken once per character.
Workshop
Name
Type
Group or Personal
Cost
Prerequisite
Description
Getting Crafty 1
Perk
Personal
5,000XP
Workshop, Advanced, 3 Ranks in a Craft: Armor, Craft: Weapons, Craft: Mechanical, 40 hours training in the Workshop.
You train yourself on all the equipment that is available in the Workshop. After the training period, while performing the following Craft checks in the Workshop, you gain a bonus to the check for using that area. Craft: Electrical, Mechanical, Armor, Weapons are currently eligible and give a current +4 bonus.
Getting Crafty 1, 40 additional hours training in the Workshop.
You continue to train yourself on all the equipment that is available in the Workshop. After this second training period, while performing the following Craft checks in the Workshop, you gain an additional bonus to the craft check for using that area. Craft: Electrical, Mechanical, Armor, Weapons are currently eligible and give an additional +6 bonus. This stacks with Getting Crafty 1.
Crafting Bonus Total (Getting Crafty 1 and 2):
Craft: Electrical +10
Craft: Mechanical +10
Craft: Armor +10
Craft: Weapons +10
Getting Crafty 3
Perk
Personal
15,000XP
Getting Crafty 2, 40 additional hours training in the Workshop.
You continue to train yourself on all the equipment that is available in the Workshop. After this third training period, while performing the following Craft checks in the Workshop, you gain an additional bonus to the craft check for using that area. Craft: Electrical, Mechanical, Armor, Weapons are currently eligible and give an additional +10 bonus. This stacks with Getting Crafty 1 and 2.
Getting Crafty 3, 40 additional hours training in the Workshop.
You have mastered all the equipment that is available in the Workshop. After this final forth training period, while performing the following Craft checks in the Workshop, you gain an additional bonus to the craft check for using that area. Craft: Electrical, Mechanical, Armor, Weapons are currently eligible and give an additional +20 bonus. This stacks with Getting Crafty 1, 2 and 3.
*GROUP or PERSONAL = If it is labeled as Group, then Group XP may be pooled and used to purchase it. If it labeled as Personal, then only individual XP may be used.
Amory
01-20% - Handgun with standard rounds
21-40% - Handgun with silver bullets
41-60% - Shotgun with standard shells
61-80% - Shotgun with rock salt shells
81-95% - Silver combat knife.
96% - 99% - Weapon from this list that you need.
100% - Standard weapon listed or not listed that is within reason. (GM approval)
Combat Room
Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with archaic weapons. Most of these weapons deal damage by means of a blade or a sharp point. Long swords, Machetes, Rapiers, Hatchets, Spears and Straight Razors are example of archaic weapons.
Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with improvised weapons. Examples of improvised weapons are chairs, lamps, pipes, etc. Basically any simple object that is typically not used as a weapon.
Demolitions Laboratory
Firing Range
Precise Shot
Garage
Gymnasium
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Hangar
Helipad
Kitchen
Laboratory
DC Benefit
20 d10 + 9 (result x $1000) + $3000 monthly base
30 d10 + 10 (result x $1000) + $3000 monthly base
40 d10 + 11 (result x $1000) + $3000 monthly base
50 d12 + 12 (result x $1000) + $3000 monthly base
60 d12 + 13 (result x $1000) + $3000 monthly base
70 d12 + 14 (result x $1000) + $3000 monthly base
80 d12 + 15 (result x $1000) + $3000 monthly base
This money made is controlled by Dr. Cal, but is done so in the mindset that the majority of it should go to group expenses. However, that ultimately falls to Dr. Cal to decide. These breakthroughs are also helping to actively make money for Kingsley Enterprises.
Library
Medical Bay
Meditation Room
Pool/Hot Tub/Sauna/Steam Room
Server Room
Workshop
Crafting Bonus Current Breakdown:
Craft: Electrical +4
Craft: Mechanical +4
Craft: Armor +4
Craft: Weapons +4
Crafting Bonus Total (Getting Crafty 1 and 2):
Craft: Electrical +10
Craft: Mechanical +10
Craft: Armor +10
Craft: Weapons +10
Crafting Bonus Total (Getting Crafty 1, 2 and 3):
Craft: Electrical +20
Craft: Mechanical +20
Craft: Armor +20
Craft: Weapons +20
Crafting Bonus Total (Getting Crafty 1, 2, 3 and 4):
Craft: Electrical +40
Craft: Mechanical +40
Craft: Armor +40
Craft: Weapons +40